14 个Python小游戏 源码分享
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2022-06-17 19:54:50
目录1、吃金币源码分享:import osimport cfgimport sysimport pygameimport randomfrom modules import * '''游戏初始化''...
1、吃金币
源码分享:
import os import cfg import sys import pygame import random from modules import * '''游戏初始化''' def initgame(): # 初始化pygame, 设置展示窗口 pygame.init() screen = pygame.display.set_mode(cfg.screensize) pygame.display.set_caption('catch coins —— 九歌') # 加载必要的游戏素材 game_images = {} for key, value in cfg.image_paths.items(): if isinstance(value, list): images = [] for item in value: images.append(pygame.image.load(item)) game_images[key] = images else: game_images[key] = pygame.image.load(value) game_sounds = {} for key, value in cfg.audio_paths.items(): if key == 'bgm': continue game_sounds[key] = pygame.mixer.sound(value) # 返回初始化数据 return screen, game_images, game_sounds '''主函数''' def main(): # 初始化 screen, game_images, game_sounds = initgame() # 播放背景音乐 pygame.mixer.music.load(cfg.audio_paths['bgm']) pygame.mixer.music.play(-1, 0.0) # 字体加载 font = pygame.font.font(cfg.font_path, 40) # 定义hero hero = hero(game_images['hero'], position=(375, 520)) # 定义食物组 food_sprites_group = pygame.sprite.group() generate_food_freq = random.randint(10, 20) generate_food_count = 0 # 当前分数/历史最高分 score = 0 highest_score = 0 if not os.path.exists(cfg.highest_score_record_filepath) else int(open(cfg.highest_score_record_filepath).read()) # 游戏主循环 clock = pygame.time.clock() while true: # --填充背景 screen.fill(0) screen.blit(game_images['background'], (0, 0)) # --倒计时信息 countdown_text = 'count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2) countdown_text = font.render(countdown_text, true, (0, 0, 0)) countdown_rect = countdown_text.get_rect() countdown_rect.topright = [cfg.screensize[0]-30, 5] screen.blit(countdown_text, countdown_rect) # --按键检测 for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit() key_pressed = pygame.key.get_pressed() if key_pressed[pygame.k_a] or key_pressed[pygame.k_left]: hero.move(cfg.screensize, 'left') if key_pressed[pygame.k_d] or key_pressed[pygame.k_right]: hero.move(cfg.screensize, 'right') # --随机生成食物 generate_food_count += 1 if generate_food_count > generate_food_freq: generate_food_freq = random.randint(10, 20) generate_food_count = 0 food = food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.screensize) food_sprites_group.add(food) # --更新食物 for food in food_sprites_group: if food.update(): food_sprites_group.remove(food) # --碰撞检测 for food in food_sprites_group: if pygame.sprite.collide_mask(food, hero): game_sounds['get'].play() food_sprites_group.remove(food) score += food.score if score > highest_score: highest_score = score # --画hero hero.draw(screen) # --画食物 food_sprites_group.draw(screen) # --显示得分 score_text = f'score: {score}, highest: {highest_score}' score_text = font.render(score_text, true, (0, 0, 0)) score_rect = score_text.get_rect() score_rect.topleft = [5, 5] screen.blit(score_text, score_rect) # --判断游戏是否结束 if pygame.time.get_ticks() >= 90000: break # --更新屏幕 pygame.display.flip() clock.tick(cfg.fps) # 游戏结束, 记录最高分并显示游戏结束画面 fp = open(cfg.highest_score_record_filepath, 'w') fp.write(str(highest_score)) fp.close() return showendgameinterface(screen, cfg, score, highest_score) '''run''' if __name__ == '__main__': while main(): pass
2、打乒乓
源码分享:
import sys import cfg import pygame from modules import * '''定义按钮''' def button(screen, position, text, button_size=(200, 50)): left, top = position bwidth, bheight = button_size pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5) pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5) pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5) pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5) pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight)) font = pygame.font.font(cfg.fontpath, 30) text_render = font.render(text, 1, (255, 235, 205)) return screen.blit(text_render, (left+50, top+10)) ''' function: 开始界面 input: --screen: 游戏界面 return: --game_mode: 1(单人模式)/2(双人模式) ''' def startinterface(screen): clock = pygame.time.clock() while true: screen.fill((41, 36, 33)) button_1 = button(screen, (150, 175), '1 player') button_2 = button(screen, (150, 275), '2 player') for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit() if event.type == pygame.mousebuttondown: if button_1.collidepoint(pygame.mouse.get_pos()): return 1 elif button_2.collidepoint(pygame.mouse.get_pos()): return 2 clock.tick(10) pygame.display.update() '''结束界面''' def endinterface(screen, score_left, score_right): clock = pygame.time.clock() font1 = pygame.font.font(cfg.fontpath, 30) font2 = pygame.font.font(cfg.fontpath, 20) msg = 'player on left won!' if score_left > score_right else 'player on right won!' texts = [font1.render(msg, true, cfg.white), font2.render('press escape to quit.', true, cfg.white), font2.render('press enter to continue or play again.', true, cfg.white)] positions = [[120, 200], [155, 270], [80, 300]] while true: screen.fill((41, 36, 33)) for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit() if event.type == pygame.keydown: if event.key == pygame.k_return: return elif event.key == pygame.k_escape: sys.exit() pygame.quit() for text, pos in zip(texts, positions): screen.blit(text, pos) clock.tick(10) pygame.display.update() '''运行游戏demo''' def rundemo(screen): # 加载游戏素材 hit_sound = pygame.mixer.sound(cfg.hitsoundpath) goal_sound = pygame.mixer.sound(cfg.goalsoundpath) pygame.mixer.music.load(cfg.bgmpath) pygame.mixer.music.play(-1, 0.0) font = pygame.font.font(cfg.fontpath, 50) # 开始界面 game_mode = startinterface(screen) # 游戏主循环 # --左边球拍(ws控制, 仅双人模式时可控制) score_left = 0 racket_left = racket(cfg.racketpicpath, 'left', cfg) # --右边球拍(↑↓控制) score_right = 0 racket_right = racket(cfg.racketpicpath, 'right', cfg) # --球 ball = ball(cfg.ballpicpath, cfg) clock = pygame.time.clock() while true: for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit(-1) screen.fill((41, 36, 33)) # 玩家操作 pressed_keys = pygame.key.get_pressed() if pressed_keys[pygame.k_up]: racket_right.move('up') elif pressed_keys[pygame.k_down]: racket_right.move('down') if game_mode == 2: if pressed_keys[pygame.k_w]: racket_left.move('up') elif pressed_keys[pygame.k_s]: racket_left.move('down') else: racket_left.automove(ball) # 球运动 scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound) score_left += scores[0] score_right += scores[1] # 显示 # --分隔线 pygame.draw.rect(screen, cfg.white, (247, 0, 6, 500)) # --球 ball.draw(screen) # --拍 racket_left.draw(screen) racket_right.draw(screen) # --得分 screen.blit(font.render(str(score_left), false, cfg.white), (150, 10)) screen.blit(font.render(str(score_right), false, cfg.white), (300, 10)) if score_left == 11 or score_right == 11: return score_left, score_right clock.tick(100) pygame.display.update() '''主函数''' def main(): # 初始化 pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((cfg.width, cfg.height)) pygame.display.set_caption('pingpong —— 九歌') # 开始游戏 while true: score_left, score_right = rundemo(screen) endinterface(screen, score_left, score_right) '''run''' if __name__ == '__main__': main()
3、滑雪
源码分享:
import sys import cfg import pygame import random '''滑雪者类''' class skierclass(pygame.sprite.sprite): def __init__(self): pygame.sprite.sprite.__init__(self) # 滑雪者的朝向(-2到2) self.direction = 0 self.imagepaths = cfg.skier_image_paths[:-1] self.image = pygame.image.load(self.imagepaths[self.direction]) self.rect = self.image.get_rect() self.rect.center = [320, 100] self.speed = [self.direction, 6-abs(self.direction)*2] '''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前''' def turn(self, num): self.direction += num self.direction = max(-2, self.direction) self.direction = min(2, self.direction) center = self.rect.center self.image = pygame.image.load(self.imagepaths[self.direction]) self.rect = self.image.get_rect() self.rect.center = center self.speed = [self.direction, 6-abs(self.direction)*2] return self.speed '''移动滑雪者''' def move(self): self.rect.centerx += self.speed[0] self.rect.centerx = max(20, self.rect.centerx) self.rect.centerx = min(620, self.rect.centerx) '''设置为摔倒状态''' def setfall(self): self.image = pygame.image.load(cfg.skier_image_paths[-1]) '''设置为站立状态''' def setforward(self): self.direction = 0 self.image = pygame.image.load(self.imagepaths[self.direction]) ''' function: 障碍物类 input: img_path: 障碍物图片路径 location: 障碍物位置 attribute: 障碍物类别属性 ''' class obstacleclass(pygame.sprite.sprite): def __init__(self, img_path, location, attribute): pygame.sprite.sprite.__init__(self) self.img_path = img_path self.image = pygame.image.load(self.img_path) self.location = location self.rect = self.image.get_rect() self.rect.center = self.location self.attribute = attribute self.passed = false '''移动''' def move(self, num): self.rect.centery = self.location[1] - num '''创建障碍物''' def createobstacles(s, e, num=10): obstacles = pygame.sprite.group() locations = [] for i in range(num): row = random.randint(s, e) col = random.randint(0, 9) location = [col*64+20, row*64+20] if location not in locations: locations.append(location) attribute = random.choice(list(cfg.obstacle_paths.keys())) img_path = cfg.obstacle_paths[attribute] obstacle = obstacleclass(img_path, location, attribute) obstacles.add(obstacle) return obstacles '''合并障碍物''' def addobstacles(obstacles0, obstacles1): obstacles = pygame.sprite.group() for obstacle in obstacles0: obstacles.add(obstacle) for obstacle in obstacles1: obstacles.add(obstacle) return obstacles '''显示游戏开始界面''' def showstartinterface(screen, screensize): screen.fill((255, 255, 255)) tfont = pygame.font.font(cfg.fontpath, screensize[0]//5) cfont = pygame.font.font(cfg.fontpath, screensize[0]//20) title = tfont.render(u'滑雪游戏', true, (255, 0, 0)) content = cfont.render(u'按任意键开始游戏', true, (0, 0, 255)) trect = title.get_rect() trect.midtop = (screensize[0]/2, screensize[1]/5) crect = content.get_rect() crect.midtop = (screensize[0]/2, screensize[1]/2) screen.blit(title, trect) screen.blit(content, crect) while true: for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit() elif event.type == pygame.keydown: return pygame.display.update() '''显示分数''' def showscore(screen, score, pos=(10, 10)): font = pygame.font.font(cfg.fontpath, 30) score_text = font.render("score: %s" % score, true, (0, 0, 0)) screen.blit(score_text, pos) '''更新当前帧的游戏画面''' def updateframe(screen, obstacles, skier, score): screen.fill((255, 255, 255)) obstacles.draw(screen) screen.blit(skier.image, skier.rect) showscore(screen, score) pygame.display.update() '''主程序''' def main(): # 游戏初始化 pygame.init() pygame.mixer.init() pygame.mixer.music.load(cfg.bgmpath) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) # 设置屏幕 screen = pygame.display.set_mode(cfg.screensize) pygame.display.set_caption('滑雪游戏 —— 九歌') # 游戏开始界面 showstartinterface(screen, cfg.screensize) # 实例化游戏精灵 # --滑雪者 skier = skierclass() # --创建障碍物 obstacles0 = createobstacles(20, 29) obstacles1 = createobstacles(10, 19) obstaclesflag = 0 obstacles = addobstacles(obstacles0, obstacles1) # 游戏clock clock = pygame.time.clock() # 记录滑雪的距离 distance = 0 # 记录当前的分数 score = 0 # 记录当前的速度 speed = [0, 6] # 游戏主循环 while true: # --事件捕获 for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit() if event.type == pygame.keydown: if event.key == pygame.k_left or event.key == pygame.k_a: speed = skier.turn(-1) elif event.key == pygame.k_right or event.key == pygame.k_d: speed = skier.turn(1) # --更新当前游戏帧的数据 skier.move() distance += speed[1] if distance >= 640 and obstaclesflag == 0: obstaclesflag = 1 obstacles0 = createobstacles(20, 29) obstacles = addobstacles(obstacles0, obstacles1) if distance >= 1280 and obstaclesflag == 1: obstaclesflag = 0 distance -= 1280 for obstacle in obstacles0: obstacle.location[1] = obstacle.location[1] - 1280 obstacles1 = createobstacles(10, 19) obstacles = addobstacles(obstacles0, obstacles1) for obstacle in obstacles: obstacle.move(distance) # --碰撞检测 hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, false) if hitted_obstacles: if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed: score -= 50 skier.setfall() updateframe(screen, obstacles, skier, score) pygame.time.delay(1000) skier.setforward() speed = [0, 6] hitted_obstacles[0].passed = true elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed: score += 10 obstacles.remove(hitted_obstacles[0]) # --更新屏幕 updateframe(screen, obstacles, skier, score) clock.tick(cfg.fps) '''run''' if __name__ == '__main__': main();
4、并夕夕版飞机大战
源码分享:
import sys import cfg import pygame from modules import * '''游戏界面''' def gaminginterface(num_player, screen): # 初始化 pygame.mixer.music.load(cfg.soundpaths['cool space music']) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) explosion_sound = pygame.mixer.sound(cfg.soundpaths['boom']) fire_sound = pygame.mixer.sound(cfg.soundpaths['shot']) font = pygame.font.font(cfg.fontpath, 20) # 游戏背景图 bg_imgs = [cfg.imagepaths['bg_big'], cfg.imagepaths['seamless_space'], cfg.imagepaths['space3']] bg_move_dis = 0 bg_1 = pygame.image.load(bg_imgs[0]).convert() bg_2 = pygame.image.load(bg_imgs[1]).convert() bg_3 = pygame.image.load(bg_imgs[2]).convert() # 玩家, 子弹和小行星精灵组 player_group = pygame.sprite.group() bullet_group = pygame.sprite.group() asteroid_group = pygame.sprite.group() # 产生小行星的时间间隔 asteroid_ticks = 90 for i in range(num_player): player_group.add(ship(i+1, cfg)) clock = pygame.time.clock() # 分数 score_1, score_2 = 0, 0 # 游戏主循环 while true: for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit() # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击 pressed_keys = pygame.key.get_pressed() for idx, player in enumerate(player_group): direction = none if idx == 0: if pressed_keys[pygame.k_up]: direction = 'up' elif pressed_keys[pygame.k_down]: direction = 'down' elif pressed_keys[pygame.k_left]: direction = 'left' elif pressed_keys[pygame.k_right]: direction = 'right' if direction: player.move(direction) if pressed_keys[pygame.k_j]: if player.cooling_time == 0: fire_sound.play() bullet_group.add(player.shot()) player.cooling_time = 20 elif idx == 1: if pressed_keys[pygame.k_w]: direction = 'up' elif pressed_keys[pygame.k_s]: direction = 'down' elif pressed_keys[pygame.k_a]: direction = 'left' elif pressed_keys[pygame.k_d]: direction = 'right' if direction: player.move(direction) if pressed_keys[pygame.k_space]: if player.cooling_time == 0: fire_sound.play() bullet_group.add(player.shot()) player.cooling_time = 20 if player.cooling_time > 0: player.cooling_time -= 1 if (score_1 + score_2) < 500: background = bg_1 elif (score_1 + score_2) < 1500: background = bg_2 else: background = bg_3 # --向下移动背景图实现飞船向上移动的效果 screen.blit(background, (0, -background.get_rect().height + bg_move_dis)) screen.blit(background, (0, bg_move_dis)) bg_move_dis = (bg_move_dis + 2) % background.get_rect().height # --生成小行星 if asteroid_ticks == 0: asteroid_ticks = 90 asteroid_group.add(asteroid(cfg)) else: asteroid_ticks -= 1 # --画飞船 for player in player_group: if pygame.sprite.spritecollide(player, asteroid_group, true, none): player.explode_step = 1 explosion_sound.play() elif player.explode_step > 0: if player.explode_step > 3: player_group.remove(player) if len(player_group) == 0: return else: player.explode(screen) else: player.draw(screen) # --画子弹 for bullet in bullet_group: bullet.move() if pygame.sprite.spritecollide(bullet, asteroid_group, true, none): bullet_group.remove(bullet) if bullet.player_idx == 1: score_1 += 1 else: score_2 += 1 else: bullet.draw(screen) # --画小行星 for asteroid in asteroid_group: asteroid.move() asteroid.rotate() asteroid.draw(screen) # --显示分数 score_1_text = '玩家一得分: %s' % score_1 score_2_text = '玩家二得分: %s' % score_2 text_1 = font.render(score_1_text, true, (0, 0, 255)) text_2 = font.render(score_2_text, true, (255, 0, 0)) screen.blit(text_1, (2, 5)) screen.blit(text_2, (2, 35)) # --屏幕刷新 pygame.display.update() clock.tick(60) '''主函数''' def main(): pygame.init() pygame.font.init() pygame.mixer.init() screen = pygame.display.set_mode(cfg.screensize) pygame.display.set_caption('飞机大战 —— 九歌') num_player = startinterface(screen, cfg) if num_player == 1: while true: gaminginterface(num_player=1, screen=screen) endinterface(screen, cfg) else: while true: gaminginterface(num_player=2, screen=screen) endinterface(screen, cfg) '''run''' if __name__ == '__main__': main()
5、打地鼠
源码分享:
import cfg import sys import pygame import random from modules import * '''游戏初始化''' def initgame(): pygame.init() pygame.mixer.init() screen = pygame.display.set_mode(cfg.screensize) pygame.display.set_caption('打地鼠 —— 九歌') return screen '''主函数''' def main(): # 初始化 screen = initgame() # 加载背景音乐和其他音效 pygame.mixer.music.load(cfg.bgm_path) pygame.mixer.music.play(-1) audios = { 'count_down': pygame.mixer.sound(cfg.count_down_sound_path), 'hammering': pygame.mixer.sound(cfg.hammering_sound_path) } # 加载字体 font = pygame.font.font(cfg.font_path, 40) # 加载背景图片 bg_img = pygame.image.load(cfg.game_bg_imagepath) # 开始界面 startinterface(screen, cfg.game_begin_imagepaths) # 地鼠改变位置的计时 hole_pos = random.choice(cfg.hole_positions) change_hole_event = pygame.userevent pygame.time.set_timer(change_hole_event, 800) # 地鼠 mole = mole(cfg.mole_imagepaths, hole_pos) # 锤子 hammer = hammer(cfg.hammer_imagepaths, (500, 250)) # 时钟 clock = pygame.time.clock() # 分数 your_score = 0 flag = false # 初始时间 init_time = pygame.time.get_ticks() # 游戏主循环 while true: # --游戏时间为60s time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.) # --游戏时间减少, 地鼠变位置速度变快 if time_remain == 40 and not flag: hole_pos = random.choice(cfg.hole_positions) mole.reset() mole.setposition(hole_pos) pygame.time.set_timer(change_hole_event, 650) flag = true elif time_remain == 20 and flag: hole_pos = random.choice(cfg.hole_positions) mole.reset() mole.setposition(hole_pos) pygame.time.set_timer(change_hole_event, 500) flag = false # --倒计时音效 if time_remain == 10: audios['count_down'].play() # --游戏结束 if time_remain < 0: break count_down_text = font.render('time: '+str(time_remain), true, cfg.white) # --按键检测 for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit() elif event.type == pygame.mousemotion: hammer.setposition(pygame.mouse.get_pos()) elif event.type == pygame.mousebuttondown: if event.button == 1: hammer.sethammering() elif event.type == change_hole_event: hole_pos = random.choice(cfg.hole_positions) mole.reset() mole.setposition(hole_pos) # --碰撞检测 if hammer.is_hammering and not mole.is_hammer: is_hammer = pygame.sprite.collide_mask(hammer, mole) if is_hammer: audios['hammering'].play() mole.setbehammered() your_score += 10 # --分数 your_score_text = font.render('score: '+str(your_score), true, cfg.brown) # --绑定必要的游戏元素到屏幕(注意顺序) screen.blit(bg_img, (0, 0)) screen.blit(count_down_text, (875, 8)) screen.blit(your_score_text, (800, 430)) mole.draw(screen) hammer.draw(screen) # --更新 pygame.display.flip() clock.tick(60) # 读取最佳分数(try块避免第一次游戏无.rec文件) try: best_score = int(open(cfg.record_path).read()) except: best_score = 0 # 若当前分数大于最佳分数则更新最佳分数 if your_score > best_score: f = open(cfg.record_path, 'w') f.write(str(your_score)) f.close() # 结束界面 score_info = {'your_score': your_score, 'best_score': best_score} is_restart = endinterface(screen, cfg.game_end_imagepath, cfg.game_again_imagepaths, score_info, cfg.font_path, [cfg.white, cfg.red], cfg.screensize) return is_restart '''run''' if __name__ == '__main__': while true: is_restart = main() if not is_restart: break
6、小恐龙
玩法:上下控制起跳躲避
源码分享:
import cfg import sys import random import pygame from modules import * '''main''' def main(highest_score): # 游戏初始化 pygame.init() screen = pygame.display.set_mode(cfg.screensize) pygame.display.set_caption('九歌') # 导入所有声音文件 sounds = {} for key, value in cfg.audio_paths.items(): sounds[key] = pygame.mixer.sound(value) # 游戏开始界面 gamestartinterface(screen, sounds, cfg) # 定义一些游戏中必要的元素和变量 score = 0 score_board = scoreboard(cfg.image_paths['numbers'], position=(534, 15), bg_color=cfg.background_color) highest_score = highest_score highest_score_board = scoreboard(cfg.image_paths['numbers'], position=(435, 15), bg_color=cfg.background_color, is_highest=true) dino = dinosaur(cfg.image_paths['dino']) ground = ground(cfg.image_paths['ground'], position=(0, cfg.screensize[1])) cloud_sprites_group = pygame.sprite.group() cactus_sprites_group = pygame.sprite.group() ptera_sprites_group = pygame.sprite.group() add_obstacle_timer = 0 score_timer = 0 # 游戏主循环 clock = pygame.time.clock() while true: for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit() elif event.type == pygame.keydown: if event.key == pygame.k_space or event.key == pygame.k_up: dino.jump(sounds) elif event.key == pygame.k_down: dino.duck() elif event.type == pygame.keyup and event.key == pygame.k_down: dino.unduck() screen.fill(cfg.background_color) # --随机添加云 if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10: cloud_sprites_group.add(cloud(cfg.image_paths['cloud'], position=(cfg.screensize[0], random.randrange(30, 75)))) # --随机添加仙人掌/飞龙 add_obstacle_timer += 1 if add_obstacle_timer > random.randrange(50, 150): add_obstacle_timer = 0 random_value = random.randrange(0, 10) if random_value >= 5 and random_value <= 7: cactus_sprites_group.add(cactus(cfg.image_paths['cacti'])) else: position_ys = [cfg.screensize[1]*0.82, cfg.screensize[1]*0.75, cfg.screensize[1]*0.60, cfg.screensize[1]*0.20] ptera_sprites_group.add(ptera(cfg.image_paths['ptera'], position=(600, random.choice(position_ys)))) # --更新游戏元素 dino.update() ground.update() cloud_sprites_group.update() cactus_sprites_group.update() ptera_sprites_group.update() score_timer += 1 if score_timer > (cfg.fps//12): score_timer = 0 score += 1 score = min(score, 99999) if score > highest_score: highest_score = score if score % 100 == 0: sounds['point'].play() if score % 1000 == 0: ground.speed -= 1 for item in cloud_sprites_group: item.speed -= 1 for item in cactus_sprites_group: item.speed -= 1 for item in ptera_sprites_group: item.speed -= 1 # --碰撞检测 for item in cactus_sprites_group: if pygame.sprite.collide_mask(dino, item): dino.die(sounds) for item in ptera_sprites_group: if pygame.sprite.collide_mask(dino, item): dino.die(sounds) # --将游戏元素画到屏幕上 dino.draw(screen) ground.draw(screen) cloud_sprites_group.draw(screen) cactus_sprites_group.draw(screen) ptera_sprites_group.draw(screen) score_board.set(score) highest_score_board.set(highest_score) score_board.draw(screen) highest_score_board.draw(screen) # --更新屏幕 pygame.display.update() clock.tick(cfg.fps) # --游戏是否结束 if dino.is_dead: break # 游戏结束界面 return gameendinterface(screen, cfg), highest_score '''run''' if __name__ == '__main__': highest_score = 0 while true: flag, highest_score = main(highest_score) if not flag: break
7、消消乐
玩法:三个相连就能消除
源码分享:
import os import sys import cfg import pygame from modules import * '''游戏主程序''' def main(): pygame.init() screen = pygame.display.set_mode(cfg.screensize) pygame.display.set_caption('gemgem —— 九歌') # 加载背景音乐 pygame.mixer.init() pygame.mixer.music.load(os.path.join(cfg.rootdir, "resources/audios/bg.mp3")) pygame.mixer.music.set_volume(0.6) pygame.mixer.music.play(-1) # 加载音效 sounds = {} sounds['mismatch'] = pygame.mixer.sound(os.path.join(cfg.rootdir, 'resources/audios/badswap.wav')) sounds['match'] = [] for i in range(6): sounds['match'].append(pygame.mixer.sound(os.path.join(cfg.rootdir, 'resources/audios/match%s.wav' % i))) # 加载字体 font = pygame.font.font(os.path.join(cfg.rootdir, 'resources/font/font.ttf'), 25) # 图片加载 gem_imgs = [] for i in range(1, 8): gem_imgs.append(os.path.join(cfg.rootdir, 'resources/images/gem%s.png' % i)) # 主循环 game = gemgame(screen, sounds, font, gem_imgs, cfg) while true: score = game.start() flag = false # 一轮游戏结束后玩家选择重玩或者退出 while true: for event in pygame.event.get(): if event.type == pygame.quit or (event.type == pygame.keyup and event.key == pygame.k_escape): pygame.quit() sys.exit() elif event.type == pygame.keyup and event.key == pygame.k_r: flag = true if flag: break screen.fill((135, 206, 235)) text0 = 'final score: %s' % score text1 = 'press <r> to restart the game.' text2 = 'press <esc> to quit the game.' y = 150 for idx, text in enumerate([text0, text1, text2]): text_render = font.render(text, 1, (85, 65, 0)) rect = text_render.get_rect() if idx == 0: rect.left, rect.top = (212, y) elif idx == 1: rect.left, rect.top = (122.5, y) else: rect.left, rect.top = (126.5, y) y += 100 screen.blit(text_render, rect) pygame.display.update() game.reset() '''run''' if __name__ == '__main__': main()
8、俄罗斯方块
玩法:童年经典,普通模式没啥意思,小时候我们都是玩加速的。
源码分享:
import os import sys import random from modules import * from pyqt5.qtgui import * from pyqt5.qtcore import * from pyqt5.qtwidgets import * '''定义俄罗斯方块游戏类''' class tetrisgame(qmainwindow): def __init__(self, parent=none): super(tetrisgame, self).__init__(parent) # 是否暂停ing self.is_paused = false # 是否开始ing self.is_started = false self.initui() '''界面初始化''' def initui(self): # icon self.setwindowicon(qicon(os.path.join(os.getcwd(), 'resources/icon.jpg'))) # 块大小 self.grid_size = 22 # 游戏帧率 self.fps = 200 self.timer = qbasictimer() # 焦点 self.setfocuspolicy(qt.strongfocus) # 水平布局 layout_horizontal = qhboxlayout() self.inner_board = innerboard() self.external_board = externalboard(self, self.grid_size, self.inner_board) layout_horizontal.addwidget(self.external_board) self.side_panel = sidepanel(self, self.grid_size, self.inner_board) layout_horizontal.addwidget(self.side_panel) self.status_bar = self.statusbar() self.external_board.score_signal[str].connect(self.status_bar.showmessage) self.start() self.center() self.setwindowtitle('tetris —— 九歌') self.show() self.setfixedsize(self.external_board.width() + self.side_panel.width(), self.side_panel.height() + self.status_bar.height()) '''游戏界面移动到屏幕中间''' def center(self): screen = qdesktopwidget().screengeometry() size = self.geometry() self.move((screen.width() - size.width()) // 2, (screen.height() - size.height()) // 2) '''更新界面''' def updatewindow(self): self.external_board.updatedata() self.side_panel.updatedata() self.update() '''开始''' def start(self): if self.is_started: return self.is_started = true self.inner_board.createnewtetris() self.timer.start(self.fps, self) '''暂停/不暂停''' def pause(self): if not self.is_started: return self.is_paused = not self.is_paused if self.is_paused: self.timer.stop() self.external_board.score_signal.emit('paused') else: self.timer.start(self.fps, self) self.updatewindow() '''计时器事件''' def timerevent(self, event): if event.timerid() == self.timer.timerid(): removed_lines = self.inner_board.movedown() self.external_board.score += removed_lines self.updatewindow() else: super(tetrisgame, self).timerevent(event) '''按键事件''' def keypressevent(self, event): if not self.is_started or self.inner_board.current_tetris == tetrisshape().shape_empty: super(tetrisgame, self).keypressevent(event) return key = event.key() # p键暂停 if key == qt.key_p: self.pause() return if self.is_paused: return # 向左 elif key == qt.key_left: self.inner_board.moveleft() # 向右 elif key == qt.key_right: self.inner_board.moveright() # 旋转 elif key == qt.key_up: self.inner_board.rotateanticlockwise() # 快速坠落 elif key == qt.key_space: self.external_board.score += self.inner_board.dropdown() else: super(tetrisgame, self).keypressevent(event) self.updatewindow() '''run''' if __name__ == '__main__': app = qapplication([]) tetris = tetrisgame() sys.exit(app.exec_())
9、贪吃蛇
玩法:童年经典,普通魔术也没啥意思,小时候玩的也是加速的。
源码分享:
import cfg import sys import pygame from modules import * '''主函数''' def main(cfg): # 游戏初始化 pygame.init() screen = pygame.display.set_mode(cfg.screensize) pygame.display.set_caption('greedy snake —— 九歌') clock = pygame.time.clock() # 播放背景音乐 pygame.mixer.music.load(cfg.bgmpath) pygame.mixer.music.play(-1) # 游戏主循环 snake = snake(cfg) apple = apple(cfg, snake.coords) score = 0 while true: screen.fill(cfg.black) # --按键检测 for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit() elif event.type == pygame.keydown: if event.key in [pygame.k_up, pygame.k_down, pygame.k_left, pygame.k_right]: snake.setdirection({pygame.k_up: 'up', pygame.k_down: 'down', pygame.k_left: 'left', pygame.k_right: 'right'}[event.key]) # --更新贪吃蛇和食物 if snake.update(apple): apple = apple(cfg, snake.coords) score += 1 # --判断游戏是否结束 if snake.isgameover: break # --显示游戏里必要的元素 drawgamegrid(cfg, screen) snake.draw(screen) apple.draw(screen) showscore(cfg, score, screen) # --屏幕更新 pygame.display.update() clock.tick(cfg.fps) return endinterface(screen, cfg) '''run''' if __name__ == '__main__': while true: if not main(cfg): break
10、24点小游戏
玩法:通过加减乘除操作,小学生都没问题的。
源码分享:
import os import sys import pygame from cfg import * from modules import * from fractions import fraction '''检查控件是否被点击''' def checkclicked(group, mouse_pos, group_type='number'): selected = [] # 数字卡片/运算符卡片 if group_type == grouptypes[0] or group_type == grouptypes[1]: max_selected = 2 if group_type == grouptypes[0] else 1 num_selected = 0 for each in group: num_selected += int(each.is_selected) for each in group: if each.rect.collidepoint(mouse_pos): if each.is_selected: each.is_selected = not each.is_selected num_selected -= 1 each.select_order = none else: if num_selected < max_selected: each.is_selected = not each.is_selected num_selected += 1 each.select_order = str(num_selected) if each.is_selected: selected.append(each.attribute) # 按钮卡片 elif group_type == grouptypes[2]: for each in group: if each.rect.collidepoint(mouse_pos): each.is_selected = true selected.append(each.attribute) # 抛出异常 else: raise valueerror('checkclicked.group_type unsupport %s, expect %s, %s or %s...' % (group_type, *grouptypes)) return selected '''获取数字精灵组''' def getnumberspritesgroup(numbers): number_sprites_group = pygame.sprite.group() for idx, number in enumerate(numbers): args = (*numbercard_positions[idx], str(number), numberfont, numberfont_colors, numbercard_colors, str(number)) number_sprites_group.add(card(*args)) return number_sprites_group '''获取运算符精灵组''' def getoperatorspritesgroup(operators): operator_sprites_group = pygame.sprite.group() for idx, operator in enumerate(operators): args = (*operatorcard_positions[idx], str(operator), operatorfont, opreatorfont_colors, operatorcard_colors, str(operator)) operator_sprites_group.add(card(*args)) return operator_sprites_group '''获取按钮精灵组''' def getbuttonspritesgroup(buttons): button_sprites_group = pygame.sprite.group() for idx, button in enumerate(buttons): args = (*buttoncard_positions[idx], str(button), buttonfont, buttonfont_colors, buttoncard_colors, str(button)) button_sprites_group.add(button(*args)) return button_sprites_group '''计算''' def calculate(number1, number2, operator): operator_map = {'+': '+', '-': '-', '×': '*', '÷': '/'} try: result = str(eval(number1+operator_map[operator]+number2)) return result if '.' not in result else str(fraction(number1+operator_map[operator]+number2)) except: return none '''在屏幕上显示信息''' def showinfo(text, screen): rect = pygame.rect(200, 180, 400, 200) pygame.draw.rect(screen, papayawhip, rect) font = pygame.font.font(fontpath, 40) text_render = font.render(text, true, black) font_size = font.size(text) screen.blit(text_render, (rect.x+(rect.width-font_size[0])/2, rect.y+(rect.height-font_size[1])/2)) '''主函数''' def main(): # 初始化, 导入必要的游戏素材 pygame.init() pygame.mixer.init() screen = pygame.display.set_mode(screensize) pygame.display.set_caption('24 point —— 九歌') win_sound = pygame.mixer.sound(audiowinpath) lose_sound = pygame.mixer.sound(audiolosepath) warn_sound = pygame.mixer.sound(audiowarnpath) pygame.mixer.music.load(bgmpath) pygame.mixer.music.play(-1, 0.0) # 24点游戏生成器 game24_gen = game24generator() game24_gen.generate() # 精灵组 # --数字 number_sprites_group = getnumberspritesgroup(game24_gen.numbers_now) # --运算符 operator_sprites_group = getoperatorspritesgroup(opreators) # --按钮 button_sprites_group = getbuttonspritesgroup(buttons) # 游戏主循环 clock = pygame.time.clock() selected_numbers = [] selected_operators = [] selected_buttons = [] is_win = false while true: for event in pygame.event.get(): if event.type == pygame.quit: pygame.quit() sys.exit(-1) elif event.type == pygame.mousebuttonup: mouse_pos = pygame.mouse.get_pos() selected_numbers = checkclicked(number_sprites_group, mouse_pos, 'number') selected_operators = checkclicked(operator_sprites_group, mouse_pos, 'opreator') selected_buttons = checkclicked(button_sprites_group, mouse_pos, 'button') screen.fill(azure) # 更新数字 if len(selected_numbers) == 2 and len(selected_operators) == 1: noselected_numbers = [] for each in number_sprites_group: if each.is_selected: if each.select_order == '1': selected_number1 = each.attribute elif each.select_order == '2': selected_number2 = each.attribute else: raise valueerror('unknow select_order %s, expect 1 or 2...' % each.select_order) else: noselected_numbers.append(each.attribute) each.is_selected = false for each in operator_sprites_group: each.is_selected = false result = calculate(selected_number1, selected_number2, *selected_operators) if result is not none: game24_gen.numbers_now = noselected_numbers + [result] is_win = game24_gen.check() if is_win: win_sound.play() if not is_win and len(game24_gen.numbers_now) == 1: lose_sound.play() else: warn_sound.play() selected_numbers = [] selected_operators = [] number_sprites_group = getnumberspritesgroup(game24_gen.numbers_now) # 精灵都画到screen上 for each in number_sprites_group: each.draw(screen, pygame.mouse.get_pos()) for each in operator_sprites_group: each.draw(screen, pygame.mouse.get_pos()) for each in button_sprites_group: if selected_buttons and selected_buttons[0] in ['reset', 'next']: is_win = false if selected_buttons and each.attribute == selected_buttons[0]: each.is_selected = false number_sprites_group = each.do(game24_gen, getnumberspritesgroup, number_sprites_group, button_sprites_group) selected_buttons = [] each.draw(screen, pygame.mouse.get_pos()) # 游戏胜利 if is_win: showinfo('congratulations', screen) # 游戏失败 if not is_win and len(game24_gen.numbers_now) == 1: showinfo('game over', screen) pygame.display.flip() clock.tick(30) '''run''' if __name__ == '__main__': main()
11、平衡木
玩法:也是小时候的经典游戏,控制左右就行,到后面才有一点点难度。
源码分享:
import cfg from modules import breakoutclone '''主函数''' def main(): game = breakoutclone(cfg) game.run() '''run''' if __name__ == '__main__': main()
12、外星人入侵
玩法:这让我想起了魂斗罗那第几关的boss,有点类似,不过魂斗罗那个难度肯定高点。
源码分享:
import os import sys import cfg import random import pygame from modules import * '''开始游戏''' def startgame(screen): clock = pygame.time.clock() # 加载字体 font = pygame.font.sysfont('arial', 18) if not os.path.isfile('score'): f = open('score', 'w') f.write('0') f.close() with open('score', 'r') as f: highest_score = int(f.read().strip()) # 敌方 enemies_group = pygame.sprite.group() for i in range(55): if i < 11: enemy = enemysprite('small', i, cfg.white, cfg.white) elif i < 33: enemy = enemysprite('medium', i, cfg.white, cfg.white) else: enemy = enemysprite('large', i, cfg.white, cfg.white) enemy.rect.x = 85 + (i % 11) * 50 enemy.rect.y = 120 + (i // 11) * 45 enemies_group.add(enemy) boomed_enemies_group = pygame.sprite.group() en_bullets_group = pygame.sprite.group() ufo = ufosprite(color=cfg.red) # 我方 myaircraft = aircraftsprite(color=cfg.green, bullet_color=cfg.white) my_bullets_group = pygame.sprite.group() # 用于控制敌方位置更新 # --移动一行 enemy_move_count = 24 enemy_move_interval = 24 enemy_move_flag = false # --改变移动方向(改变方向的同时集体下降一次) enemy_change_direction_count = 0 enemy_change_direction_interval = 60 enemy_need_down = false enemy_move_right = true enemy_need_move_row = 6 enemy_max_row = 5 # 用于控制敌方发射子弹 enemy_shot_interval = 100 enemy_shot_count = 0 enemy_shot_flag = false # 游戏进行中 running = true is_win = false # 主循环 while running: screen.fill(cfg.black) for event in pygame.event.get(): # --点右上角的x或者按esc键退出游戏 if event.type == pygame.quit: pygame.quit() sys.exit() if event.type == pygame.keydown: if event.key == pygame.k_escape: pygame.quit() sys.exit() # --射击 if event.type == pygame.mousebuttondown: my_bullet = myaircraft.shot() if my_bullet: my_bullets_group.add(my_bullet) # --我方子弹与敌方/ufo碰撞检测 for enemy in enemies_group: if pygame.sprite.spritecollide(enemy, my_bullets_group, true, none): boomed_enemies_group.add(enemy) enemies_group.remove(enemy) myaircraft.score += enemy.reward if pygame.sprite.spritecollide(ufo, my_bullets_group, true, none): ufo.is_dead = true myaircraft.score += ufo.reward # --更新并画敌方 # ----敌方子弹 enemy_shot_count += 1 if enemy_shot_count > enemy_shot_interval: enemy_shot_flag = true enemies_survive_list = [enemy.number for enemy in enemies_group] shot_number = random.choice(enemies_survive_list) enemy_shot_count = 0 # ----敌方移动 enemy_move_count += 1 if enemy_move_count > enemy_move_interval: enemy_move_count = 0 enemy_move_flag = true enemy_need_move_row -= 1 if enemy_need_move_row == 0: enemy_need_move_row = enemy_max_row enemy_change_direction_count += 1 if enemy_change_direction_count > enemy_change_direction_interval: enemy_change_direction_count = 1 enemy_move_right = not enemy_move_right enemy_need_down = true # ----每次下降提高移动和射击速度 enemy_move_interval = max(15, enemy_move_interval-3) enemy_shot_interval = max(50, enemy_move_interval-10) # ----遍历更新 for enemy in enemies_group: if enemy_shot_flag: if enemy.number == shot_number: en_bullet = enemy.shot() en_bullets_group.add(en_bullet) if enemy_move_flag: if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11): if enemy_move_right: enemy.update('right', cfg.screensize[1]) else: enemy.update('left', cfg.screensize[1]) else: enemy.update(none, cfg.screensize[1]) if enemy_need_down: if enemy.update('down', cfg.screensize[1]): running = false is_win = false enemy.change_count -= 1 enemy.draw(screen) enemy_move_flag = false enemy_need_down = false enemy_shot_flag = false # ----敌方爆炸特效 for boomed_enemy in boomed_enemies_group: if boomed_enemy.boom(screen): boomed_enemies_group.remove(boomed_enemy) del boomed_enemy # --敌方子弹与我方飞船碰撞检测 if not myaircraft.one_dead: if pygame.sprite.spritecollide(myaircraft, en_bullets_group, true, none): myaircraft.one_dead = true if myaircraft.one_dead: if myaircraft.boom(screen): myaircraft.resetboom() myaircraft.num_life -= 1 if myaircraft.num_life < 1: running = false is_win = false else: # ----更新飞船 myaircraft.update(cfg.screensize[0]) # ----画飞船 myaircraft.draw(screen) if (not ufo.has_boomed) and (ufo.is_dead): if ufo.boom(screen): ufo.has_boomed = true else: # ----更新ufo ufo.update(cfg.screensize[0]) # ----画ufo ufo.draw(screen) # --画我方飞船子弹 for bullet in my_bullets_group: if bullet.update(): my_bullets_group.remove(bullet) del bullet else: bullet.draw(screen) # --画敌方子弹 for bullet in en_bullets_group: if bullet.update(cfg.screensize[1]): en_bullets_group.remove(bullet) del bullet else: bullet.draw(screen) if myaircraft.score > highest_score: highest_score = myaircraft.score # --得分每增加2000我方飞船增加一条生命 if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score): myaircraft.old_score = myaircraft.score myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life) # --敌人都死光了的话就胜利了 if len(enemies_group) < 1: is_win = true running = false # --显示文字 # ----当前得分 showtext(screen, 'score: ', cfg.white, font, 200, 8) showtext(screen, str(myaircraft.score), cfg.white, font, 200, 24) # ----敌人数量 showtext(screen, 'enemy: ', cfg.white, font, 370, 8) showtext(screen, str(len(enemies_group)), cfg.white, font, 370, 24) # ----历史最高分 showtext(screen, 'highest: ', cfg.white, font, 540, 8) showtext(screen, str(highest_score), cfg.white, font, 540, 24) # ----fps showtext(screen, 'fps: ' + str(int(clock.get_fps())), cfg.red, font, 8, 8) # --显示剩余生命值 showlife(screen, myaircraft.num_life, cfg.green) pygame.display.update() clock.tick(cfg.fps) with open('score', 'w') as f: f.write(str(highest_score)) return is_win '''主函数''' def main(): # 初始化 pygame.init() pygame.display.set_caption('外星人入侵 —— 九歌') screen = pygame.display.set_mode(cfg.screensize) pygame.mixer.init() pygame.mixer.music.load(cfg.bgmpath) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) while true: is_win = startgame(screen) endinterface(screen, cfg.black, is_win) '''run''' if __name__ == '__main__': main()
13、贪心鸟
玩法:有点类似那个炸弹人,控制好走位问题不大。
14、井字棋888‘'
玩法:我打赌大家在课堂上肯定玩过这个,想想当年和同桌玩这个废了好几本本子。
源码分享:
from tkinter import * import tkinter.messagebox as msg root = tk() root.title('tic-tac-toe---project gurukul') # labels label(root, text="player1 : x", font="times 15").grid(row=0, column=1) label(root, text="player2 : o", font="times 15").grid(row=0, column=2) digits = [1, 2, 3, 4, 5, 6, 7, 8, 9] # for player1 sign = x and for player2 sign= y mark = '' # counting the no. of click count = 0 panels = ["panel"] * 10 def win(panels, sign): return ((panels[1] == panels[2] == panels[3] == sign) or (panels[1] == panels[4] == panels[7] == sign) or (panels[1] == panels[5] == panels[9] == sign) or (panels[2] == panels[5] == panels[8] == sign) or (panels[3] == panels[6] == panels[9] == sign) or (panels[3] == panels[5] == panels[7] == sign) or (panels[4] == panels[5] == panels[6] == sign) or (panels[7] == panels[8] == panels[9] == sign)) def checker(digit): global count, mark, digits # check which button clicked if digit == 1 and digit in digits: digits.remove(digit) ##player1 will play if the value of count is even and for odd player2 will play if count % 2 == 0: mark = 'x' panels[digit] = mark elif count % 2 != 0: mark = 'o' panels[digit] = mark button1.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'x'): msg.showinfo("result", "player1 wins") root.destroy() elif (win(panels, sign) and sign == 'o'): msg.showinfo("result", "player2 wins") root.destroy() if digit == 2 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'x' panels[digit] = mark elif count % 2 != 0: mark = 'o' panels[digit] = mark button2.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'x'): msg.showinfo("result", "player1 wins") root.destroy() elif (win(panels, sign) and sign == 'o'): msg.showinfo("result", "player2 wins") root.destroy() if digit == 3 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'x' panels[digit] = mark elif count % 2 != 0: mark = 'o' panels[digit] = mark button3.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'x'): msg.showinfo("result", "player1 wins") root.destroy() elif (win(panels, sign) and sign == 'o'): msg.showinfo("result", "player2 wins") root.destroy() if digit == 4 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'x' panels[digit] = mark elif count % 2 != 0: mark = 'o' panels[digit] = mark button4.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'x'): msg.showinfo("result", "player1 wins") root.destroy() elif (win(panels, sign) and sign == 'o'): msg.showinfo("result", "player2 wins") root.destroy() if digit == 5 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'x' panels[digit] = mark elif count % 2 != 0: mark = 'o' panels[digit] = mark button5.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'x'): msg.showinfo("result", "player1 wins") root.destroy() elif (win(panels, sign) and sign == 'o'): msg.showinfo("result", "player2 wins") root.destroy() if digit == 6 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'x' panels[digit] = mark elif count % 2 != 0: mark = 'o' panels[digit] = mark button6.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'x'): msg.showinfo("result", "player1 wins") root.destroy() elif (win(panels, sign) and sign == 'o'): msg.showinfo("result", "player2 wins") root.destroy() if digit == 7 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'x' panels[digit] = mark elif count % 2 != 0: mark = 'o' panels[digit] = mark button7.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'x'): msg.showinfo("result", "player1 wins") root.destroy() elif (win(panels, sign) and sign == 'o'): msg.showinfo("result", "player2 wins") root.destroy() if digit == 8 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'x' panels[digit] = mark elif count % 2 != 0: mark = 'o' panels[digit] = mark button8.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'x'): msg.showinfo("result", "player1 wins") root.destroy() elif (win(panels, sign) and sign == 'o'): msg.showinfo("result", "player2 wins") root.destroy() if digit == 9 and digit in digits: digits.remove(digit) if count % 2 == 0: mark = 'x' panels[digit] = mark elif count % 2 != 0: mark = 'o' panels[digit] = mark button9.config(text=mark) count = count + 1 sign = mark if (win(panels, sign) and sign == 'x'): msg.showinfo("result", "player1 wins") root.destroy() elif (win(panels, sign) and sign == 'o'): msg.showinfo("result", "player2 wins") root.destroy() ###if count is greater then 8 then the match has been tied if (count > 8 and win(panels, 'x') == false and win(panels, 'o') == false): msg.showinfo("result", "match tied") root.destroy() ####define buttons button1 = button(root, width=15, font=('times 16 bold'), height=7, command=lambda: checker(1)) button1.grid(row=1, column=1) button2 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(2)) button2.grid(row=1, column=2) button3 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(3)) button3.grid(row=1, column=3) button4 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(4)) button4.grid(row=2, column=1) button5 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(5)) button5.grid(row=2, column=2) button6 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(6)) button6.grid(row=2, column=3) button7 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(7)) button7.grid(row=3, column=1) button8 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(8)) button8.grid(row=3, column=2) button9 = button(root, width=15, height=7, font=('times 16 bold'), command=lambda: checker(9)) button9.grid(row=3, column=3) root.mainloop()
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